137 lines
4.0 KiB
C#
137 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.DragDrop;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Disposal.Components
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{
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[NetworkedComponent]
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public abstract class SharedDisposalUnitComponent : Component
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{
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// TODO: Could maybe turn the contact off instead far more cheaply as farseer (though not box2d) had support for it?
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// Need to suss it out.
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/// <summary>
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/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
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/// </summary>
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public List<EntityUid> RecentlyEjected = new();
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[Serializable, NetSerializable]
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public enum Visuals : byte
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{
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VisualState,
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Handle,
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Light
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}
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[Serializable, NetSerializable]
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public enum VisualState : byte
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{
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UnAnchored,
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Anchored,
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Flushing,
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Charging
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}
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[Serializable, NetSerializable]
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public enum HandleState : byte
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{
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Normal,
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Engaged
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}
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[Serializable, NetSerializable]
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public enum LightState : byte
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{
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Off,
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Charging,
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Full,
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Ready
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}
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[Serializable, NetSerializable]
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public enum UiButton : byte
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{
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Eject,
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Engage,
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Power
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}
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[Serializable, NetSerializable]
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public enum PressureState : byte
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{
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Ready,
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Pressurizing
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}
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public override ComponentState GetComponentState()
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{
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return new DisposalUnitComponentState(RecentlyEjected);
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}
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[Serializable, NetSerializable]
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protected sealed class DisposalUnitComponentState : ComponentState
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{
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public List<EntityUid> RecentlyEjected;
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public DisposalUnitComponentState(List<EntityUid> uids)
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{
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RecentlyEjected = uids;
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}
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}
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[Serializable, NetSerializable]
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public class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable<DisposalUnitBoundUserInterfaceState>
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{
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public readonly string UnitName;
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public readonly string UnitState;
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public readonly TimeSpan FullPressureTime;
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public readonly bool Powered;
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public readonly bool Engaged;
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public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
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bool engaged)
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{
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UnitName = unitName;
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UnitState = unitState;
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FullPressureTime = fullPressureTime;
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Powered = powered;
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Engaged = engaged;
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}
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public bool Equals(DisposalUnitBoundUserInterfaceState? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return UnitName == other.UnitName &&
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UnitState == other.UnitState &&
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Powered == other.Powered &&
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Engaged == other.Engaged &&
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FullPressureTime.Equals(other.FullPressureTime);
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}
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}
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/// <summary>
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/// Message data sent from client to server when a disposal unit ui button is pressed.
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/// </summary>
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[Serializable, NetSerializable]
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public class UiButtonPressedMessage : BoundUserInterfaceMessage
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{
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public readonly UiButton Button;
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public UiButtonPressedMessage(UiButton button)
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{
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Button = button;
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}
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}
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[Serializable, NetSerializable]
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public enum DisposalUnitUiKey : byte
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{
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Key
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}
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}
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}
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